/**************************************************************************/ /* test_texture_button.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "tests/test_macros.h" TEST_FORCE_LINK(test_texture_button) #include "core/io/image.h" #include "scene/gui/texture_button.h" #include "scene/main/scene_tree.h" #include "scene/main/window.h" #include "scene/resources/bit_map.h" #include "scene/resources/image_texture.h" namespace TestTextureButton { static Ref make_test_texture(int p_w, int p_h) { Ref image = memnew(Image(p_w, p_h, false, Image::FORMAT_RGB8)); return ImageTexture::create_from_image(image); } TEST_CASE("[SceneTree][TextureButton] Default properties") { TextureButton *texture_button = memnew(TextureButton); CHECK(texture_button->get_texture_normal().is_null()); CHECK(texture_button->get_texture_pressed().is_null()); CHECK(texture_button->get_texture_hover().is_null()); CHECK(texture_button->get_texture_disabled().is_null()); CHECK(texture_button->get_texture_focused().is_null()); CHECK(texture_button->get_click_mask().is_null()); CHECK_FALSE(texture_button->get_ignore_texture_size()); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP); CHECK_FALSE(texture_button->is_flipped_h()); CHECK_FALSE(texture_button->is_flipped_v()); CHECK(texture_button->get_mouse_filter() == Control::MOUSE_FILTER_STOP); CHECK(texture_button->get_combined_minimum_size() == Size2(0, 0)); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] Texture setters and getters") { TextureButton *texture_button = memnew(TextureButton); Ref tex_a = make_test_texture(8, 8); Ref tex_b = make_test_texture(12, 10); SUBCASE("texture_normal") { texture_button->set_texture_normal(tex_a); CHECK(texture_button->get_texture_normal() == tex_a); texture_button->set_texture_normal(Ref()); CHECK(texture_button->get_texture_normal().is_null()); } SUBCASE("texture_pressed") { texture_button->set_texture_pressed(tex_a); CHECK(texture_button->get_texture_pressed() == tex_a); texture_button->set_texture_pressed(Ref()); CHECK(texture_button->get_texture_pressed().is_null()); } SUBCASE("texture_hover") { texture_button->set_texture_hover(tex_a); CHECK(texture_button->get_texture_hover() == tex_a); texture_button->set_texture_hover(Ref()); CHECK(texture_button->get_texture_hover().is_null()); } SUBCASE("texture_disabled") { texture_button->set_texture_disabled(tex_a); CHECK(texture_button->get_texture_disabled() == tex_a); texture_button->set_texture_disabled(Ref()); CHECK(texture_button->get_texture_disabled().is_null()); } SUBCASE("texture_focused") { texture_button->set_texture_focused(tex_a); CHECK(texture_button->get_texture_focused() == tex_a); texture_button->set_texture_focused(Ref()); CHECK(texture_button->get_texture_focused().is_null()); } SUBCASE("Independent texture slots") { texture_button->set_texture_normal(tex_a); texture_button->set_texture_pressed(tex_b); CHECK(texture_button->get_texture_normal() == tex_a); CHECK(texture_button->get_texture_pressed() == tex_b); } memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] Click mask set and get") { TextureButton *texture_button = memnew(TextureButton); Ref mask; mask.instantiate(); mask->create(Size2i(4, 3)); texture_button->set_click_mask(mask); CHECK(texture_button->get_click_mask() == mask); texture_button->set_click_mask(Ref()); CHECK(texture_button->get_click_mask().is_null()); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] Combined minimum size priority") { TextureButton *texture_button = memnew(TextureButton); Window *root = SceneTree::get_singleton()->get_root(); root->add_child(texture_button); Ref tex_n = make_test_texture(16, 8); Ref tex_p = make_test_texture(10, 20); Ref tex_h = make_test_texture(4, 4); SUBCASE("texture_normal wins when present") { texture_button->set_texture_normal(tex_n); texture_button->set_texture_pressed(tex_p); texture_button->set_texture_hover(tex_h); SceneTree::get_singleton()->process(0); CHECK(texture_button->get_combined_minimum_size() == Size2(16, 8)); } SUBCASE("texture_pressed when normal is empty") { texture_button->set_texture_pressed(tex_p); texture_button->set_texture_hover(tex_h); SceneTree::get_singleton()->process(0); CHECK(texture_button->get_combined_minimum_size() == Size2(10, 20)); } SUBCASE("texture_hover when normal and pressed are empty") { texture_button->set_texture_hover(tex_h); SceneTree::get_singleton()->process(0); CHECK(texture_button->get_combined_minimum_size() == Size2(4, 4)); } SUBCASE("click_mask size when no textures") { Ref mask; mask.instantiate(); mask->create(Size2i(7, 5)); texture_button->set_click_mask(mask); SceneTree::get_singleton()->process(0); CHECK(texture_button->get_combined_minimum_size() == Size2(7, 5)); } memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] ignore_texture_size") { TextureButton *texture_button = memnew(TextureButton); Window *root = SceneTree::get_singleton()->get_root(); root->add_child(texture_button); Ref tex = make_test_texture(32, 16); texture_button->set_texture_normal(tex); texture_button->set_ignore_texture_size(true); SceneTree::get_singleton()->process(0); CHECK(texture_button->get_combined_minimum_size() == Size2(0, 0)); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] Stretch mode") { TextureButton *texture_button = memnew(TextureButton); texture_button->set_stretch_mode(TextureButton::STRETCH_SCALE); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_SCALE); texture_button->set_stretch_mode(TextureButton::STRETCH_TILE); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_TILE); texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP); texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_CENTERED); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_CENTERED); texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_ASPECT); texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT_CENTERED); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_ASPECT_CENTERED); texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT_COVERED); CHECK(texture_button->get_stretch_mode() == TextureButton::STRETCH_KEEP_ASPECT_COVERED); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] Flip flags") { TextureButton *texture_button = memnew(TextureButton); SUBCASE("flip_h can be toggled") { texture_button->set_flip_h(true); CHECK(texture_button->is_flipped_h()); texture_button->set_flip_h(false); CHECK_FALSE(texture_button->is_flipped_h()); } SUBCASE("flip_v can be toggled") { texture_button->set_flip_v(true); CHECK(texture_button->is_flipped_v()); texture_button->set_flip_v(false); CHECK_FALSE(texture_button->is_flipped_v()); } SUBCASE("flip_h and flip_v are independent") { texture_button->set_flip_h(true); texture_button->set_flip_v(false); CHECK(texture_button->is_flipped_h()); CHECK_FALSE(texture_button->is_flipped_v()); } memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] has_point without click mask") { TextureButton *texture_button = memnew(TextureButton); Control *control = texture_button; texture_button->set_size(Size2(20, 15)); CHECK(control->has_point(Point2(10, 7))); CHECK_FALSE(control->has_point(Point2(25, 7))); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] has_point with click mask (keep stretch)") { TextureButton *texture_button = memnew(TextureButton); Ref mask; mask.instantiate(); mask->create(Size2i(4, 4)); mask->set_bit_rect(Rect2i(0, 0, 4, 4), false); mask->set_bit(2, 2, true); texture_button->set_click_mask(mask); texture_button->set_size(Size2(4, 4)); // `has_point` uses draw-time bookkeeping; refresh it without requiring a full render pass. texture_button->notification(Control::NOTIFICATION_DRAW); Control *control = texture_button; CHECK_FALSE(control->has_point(Point2(0.5f, 0.5f))); CHECK(control->has_point(Point2(2.5f, 2.5f))); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] has_point with click mask and stretch scale") { TextureButton *texture_button = memnew(TextureButton); Ref tex = make_test_texture(10, 10); texture_button->set_texture_normal(tex); Ref mask; mask.instantiate(); mask->create(Size2i(10, 10)); mask->set_bit_rect(Rect2i(0, 0, 10, 10), true); texture_button->set_click_mask(mask); texture_button->set_stretch_mode(TextureButton::STRETCH_SCALE); texture_button->set_size(Size2(40, 40)); texture_button->notification(Control::NOTIFICATION_DRAW); Control *control = texture_button; CHECK(control->has_point(Point2(20.0f, 20.0f))); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] has_point with click mask and stretch tile") { TextureButton *texture_button = memnew(TextureButton); Ref tex = make_test_texture(4, 4); texture_button->set_texture_normal(tex); Ref mask; mask.instantiate(); mask->create(Size2i(4, 4)); mask->set_bit_rect(Rect2i(0, 0, 4, 4), false); mask->set_bit(2, 2, true); texture_button->set_click_mask(mask); texture_button->set_stretch_mode(TextureButton::STRETCH_TILE); texture_button->set_size(Size2(12, 12)); texture_button->notification(Control::NOTIFICATION_DRAW); Control *control = texture_button; CHECK_FALSE(control->has_point(Point2(1.0f, 1.0f))); CHECK(control->has_point(Point2(2.5f, 2.5f))); // Second horizontal tile: local x becomes 2 after subtracting one mask width. CHECK(control->has_point(Point2(6.5f, 2.5f))); memdelete(texture_button); } TEST_CASE("[SceneTree][TextureButton] has_point with click mask and stretch keep aspect covered") { TextureButton *texture_button = memnew(TextureButton); Ref tex = make_test_texture(10, 10); texture_button->set_texture_normal(tex); Ref mask; mask.instantiate(); mask->create(Size2i(10, 10)); mask->set_bit_rect(Rect2i(0, 0, 10, 10), true); texture_button->set_click_mask(mask); texture_button->set_stretch_mode(TextureButton::STRETCH_KEEP_ASPECT_COVERED); texture_button->set_size(Size2(20, 20)); texture_button->notification(Control::NOTIFICATION_DRAW); Control *control = texture_button; CHECK(control->has_point(Point2(10.0f, 10.0f))); memdelete(texture_button); } } // namespace TestTextureButton